BeamNG.drive
The multiplayer mod, the auth key, mods and maps, and what players need installed.
Everything in Your panel applies. These are the BeamNG specifics.
Multiplayer is a community mod
BeamNG.drive has no official multiplayer. Servers run on BeamMP, a community project — so everyone joining needs their own copy of the game plus the matching multiplayer client.
Client and server versions must line up. Version mismatches are the most common reason a join fails, and the error message is not always clear about it.
The auth key
BeamMP servers need an auth key, generated on the BeamMP site and entered in Startup parameters under Auth Key. Without it the server will not register and players cannot find it.
Startup parameters
- Auth Key
- Name and Description
- Version — which BeamMP build to run
- Map — the map the server loads
- Max Players and Max Cars — the second matters more than you would think
- Private — whether the server is listed
- Log Chat
Max Cars is worth tuning. BeamNG simulates vehicle physics client-side, but the server relays every car's state to everyone — a high car limit with a full server is the usual cause of lag complaints.
Mods, maps and vehicles
Mod files go into the server's client resources folder through the file manager or SFTP. Connecting players download them automatically.
That covers maps as well as vehicles. Large mod packs mean a longer first join, so keep the list to what you actually use.
Memory
Plans start at 2 GB. The server does not simulate the physics itself — clients do — so what pushes requirements up is a larger group, a big mod and map pack being served to clients, and any server-side scripting you add.
Moderation
Kicks, bans and permissions are handled through the server's own settings and any admin plugin you choose to add. The console shows everything the server logs.